Fate’s Blessing: Select one of the following abilities at 1st tier. Once chosen, you can only change it when you become forsaken, achieve sainthood, or formally change deities.

Aura of Divine Favor (Su): You can expend one use of mythic power to create a 20-ft. radius aura of divine favor around your person for one hour per mythic tier. The aura affects all allies in range and grants them the benefits of the divine favor spell, cast at your caster level and with a maximum luck bonus of +6. Allies remain affected only while in range.

Spontaneous Metamagic (Su): You can expend one use of mythic power to spontaneously apply a metamagic feat of your choice to a spell you cast, whether you cast the mythic version or not. This spell must be one that you prepared for the day or be from your list of spells known (if you cast spells spontaneously). You need not possess the metamagic feat you wish to apply. For each use of mythic power expended, application of the feat increases the spell slot of the spell by one less than the metamagic feat normally would. If you do not expend enough mythic power to reduce the slot increase to zero, application of the metamagic feat fails. If the spell targets a single creature and allows a saving throw, the target must roll twice and take the worse result.

Generate Spell (Su): Once per day, you can expend one use of mythic power to cast any one divine spell, regardless of whether you know it or have it prepared. This spell must be on one of your divine spell lists and must be no greater than one level higher than spells you can normally cast using that divine spellcasting class. When you cast a spell using this ability, treat your caster level as the minimal level required to cast the spell or two levels higher than your current level (whichever is greater). You cannot apply any metamagic feats to a generated spell.

Mythic Spells: At 2nd tier, you may select one mythic spell (see the Mythic Adventures chapter on mythic spells and the Mythic Spells section of this chapter) and expend your mythic power to cast that spell with enhanced results. You must be able to cast the normal, divine version of the spell or have it on your list of spells known. At 4th tier and every two tiers thereafter, you can select another mythic spell.

Divine Blessing (Su): At 2nd Tier, Whenever you cast a divine spell, you and your allies also receive the benefits of the bless spell, as if you cast that also.

Forsaken (Ex): At 3rd tier, your connection to your god ends. You lose all spells and class features as if you were an ex-cleric (or ex-druid, including your animal companion if applicable). However, you need not atone. Rather, the pantheon itself has plans for your potential and immediately reinstates everything except your domain spells, domain powers, and animal companion.
Until you are no longer forsaken, you become a child of the entire pantheon. Instead of just receiving power from multiple deities, however, the gods may also petition you, as well. For example, two gods may ask you to undertake two different, time-sensitive, and possibly conflicting missions. Which god will you disappoint?
Although you lose all access to domains of your original god, other gods steer you toward their causes with access to their domains. Each day you may choose any two domains (or one domain if you are a druid), and you gain the corresponding domain spells and powers for that day. You may not select your original domains even if they also belong to another deity. For each domain you choose each day, you must name and pray to a deity to which the domain belongs. This occurs during the normal period when you regain your daily allotment of spells. If you are a druid, you may forego your daily domain selection to summon a daily animal companion instead. The animal must be indigenous to your locale. It arrives immediately after you regain your daily spells.
Your relationship with a god determines whether that god grants you access to his domains. When you become forsaken, gods that share your alignment are initially friendly, gods of diametrically opposed alignment are unfriendly, and all others are indifferent. You may endeavor to change these initial attitudes as described in the “Changing Deity Attitudes” sidebar. Only indifferent, friendly, and helpful gods grant you domain access. You add +1 to the DC of all saving throws granted to targets by domain spells and powers you receive from helpful deities. This stacks with the Spell Focus feat. You take a –1 penalty on all saving throws against domain spells and powers granted to an enemy spellcaster by a deity that is hostile toward you.

Temptations (Ex): At 3rd tier, you gain one temptation spell slot per spell level, even for spell levels you cannot yet cast. Each day any god (most often a hostile god) may prepare a spell in some, none, or all of those slots for you. The GM chooses these temptation spells and may apply metamagic feats to them without raising their slot level. The GM may make you aware of the temptation spell names immediately, as an ominous foreshadowing of what the day will bring, or the GM may tell you the names during some dire circumstance, just in time for you to cast one. The GM must also tell you the granting god’s name. If the spell has a verbal component, you must voice aloud the god’s name when casting the spell. Having miracle at your fingertips can be quite tempting, regardless of the grantor. Each time you cast a temptation spell from a hostile or unfriendly god, you lose favor with all helpful and friendly gods.

Deliverance (Su): At 4th tier, whenever you would die as the result of a failed save, you may expend one use of mythic power to automatically succeed on that save.

Legendary Sainthood (Ex): At 5th tier, any deity to whom you have ever prayed may champion or oppose your sainthood.
At a tier of the GM’s choosing, after completing a major trial and in accordance with your campaign’s storyline, you achieve sainthood. If you become a traditional saint by pledging yourself to the service of a single helpful god, you are no longer forsaken. You lose access to all other gods’ domains in terms of domain powers or domain
slot spells. If you are a cleric, you may choose any three domains of your chosen god and gain the corresponding domain spells and powers of each. Druids gain two domains or one domain plus an animal companion. All classes gain two domain spell slots for each spell level instead of one. If you do not pledge yourself to one deity, the effects of forsaken continue under your new title as “Saint of the Pantheon,” “Saint of Nature,” or another appropriate title. Additionally, you gain two domain spell slots for each spell level instead of one, and you may select a bonus path ability for which you qualify (see below). If you become an evil saint, you may wield incredible power, but in your deity’s eyes, you are forever a tool, never a partner, and you are always dispensible.

Blessed Sanctuary (Su): At 7th tier, an aura of protection surrounds you. You and all allies within a 10-ft. radius of you gain the effect of the sanctuary spell. Furthermore, as a free action, you can elect to take up to half of the hp damage that would otherwise be dealt to a creature in your aura, as if you had cast shield other on that creature. Any damage you receive as a result of shielding another creature is taken as nonlethal rather than lethal damage.

Sudden Death (Su): At 9th level, Any time you confirm a critical hit on an enemy of your deity, that enemy must make a Fortitude save (DC 10 + half your divine class level + your mythic tier + your Wisdom modifier) or die instantly. This is a death effect.

Divine Vessel (Ex): At 10th tier, whenever you cast a spell that affects one or more non-mythic creatures or objects, those creatures or objects must roll any saving throws associated with the spell twice and take the worse result. If you expend two uses of mythic power you can effect mythic creatures or objects. In addition, whenever you are healed of hp damage by a spell or effect, you are healed for the maximum possible amount. You also gain DR 10/epic. Once per round when an enemy inflicts more than 20 hp damage on you (after your damage reduction has been applied), you regain one use of mythic power. Damage inflicted by your allies does not count toward this ability.